cf_models
One-paragraph description of what this module provides and who consumes it.
[name]
One-paragraph description of what this module provides and who consumes it.
Exports
M.exampleFn(arg) -> result— what it does and when to call it.M.exampleValue: type— what value it carries.
Usage
local M = require("@<youridentity>::modules.[name]")
M.exampleFn("foo")
Notes
- Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
Interface
What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.
conforms to
zero/source-extract/v2Every piece of geometry in COINFALL, lathed from `cf_geo` against the `cf_atlas` sheets. Units are metres, +Y is up, and every model faces +Z -- the side the player walks up to. Flat surfaces are always subdivided. Lighting and fog are per-vertex here, so a wall drawn as one quad would take its whole shade from four corners; the subdivision is what lets the sodium lamps pool and the fog wall bite.
uv(cell: ?) → void
| arg | type | description |
|---|---|---|
| cell | ? |
saveGlow(builder: ?, name: string) → void
| arg | type | description |
|---|---|---|
| builder | ? | |
| name | string |
cabinet(name: string, opts: ?) → void
The hall is full of these: powered down, screen black, marquee dark. Six of them wake up over a run.
| arg | type | description |
|---|---|---|
| name | string | |
| opts | ? |
pusherShell(name: string, opts: ?) → void
| arg | type | description |
|---|---|---|
| name | string | |
| opts | ? |
pusherDeck(name: string) → void
The fixed deck: the surface the shoved pile crosses, its pay edge, and the rails that stop coins escaping sideways.
| arg | type | description |
|---|---|---|
| name | string |
pusherShelf(name: string) → void
The reciprocating shelf and the blade that rides on it.
| arg | type | description |
|---|---|---|
| name | string |
pusherArm(name: string) → void
| arg | type | description |
|---|---|---|
| name | string |
coin(name: string) → void
A fat arcade token, not a penny. At 3cm across a coin lands on about ten screen pixels once the tube has resolved the frame, and a pile of them is a texture rather than a pile of coins -- you cannot see the one you dropped, or which ones are near the edge. Big chunky tokens are what reads.
| arg | type | description |
|---|---|---|
| name | string |
relicToken(name: string) → void
| arg | type | description |
|---|---|---|
| name | string |
tooth(name: string) → void
The things that ride the shelf once corruption takes hold.
| arg | type | description |
|---|---|---|
| name | string |
eyeball(name: string) → void
| arg | type | description |
|---|---|---|
| name | string |
hallBay(name: string, opts: ?) → void
| arg | type | description |
|---|---|---|
| name | string | |
| opts | ? |
endCap(name: string) → void
A blank wall that caps each end of the hall. Without it the corridor is open geometry at both ends: the depth buffer is never written there, so the player looks straight through the fog at the cleared framebuffer -- a flat bright rectangle floating at the end of the arcade.
| arg | type | description |
|---|---|---|
| name | string |
chainedDoors(name: string) → void
The chained doors the run is trying to open.
| arg | type | description |
|---|---|---|
| name | string |
changeBooth(name: string) → void
The change booth: where a cleared run cashes out.
| arg | type | description |
|---|---|---|
| name | string |
specs( ) → void
Lathe every model and return the geometry specs, in build order, for the caller to mint. Each spec is `{ name, geometry, tris }`. The module never creates an asset itself -- minting is an authoring operation and lives in the `coinfall` toolbox.
note(name: ?, _ref: ?, tris: ?) → void
| arg | type | description |
|---|---|---|
| name | ? | |
| _ref | ? | |
| tris | ? |
Sub-parts
Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.
Showing up to 3 levels deep. Open a part to see what it holds further down.
Problems
Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.
agent_score is exposed.+ quality × 0.35
+ performance × 0.25
± compat factor
Usability ratings
Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".
Scoped to this part · feeds back into the world's score.